Is it possible to create a game without heavy scripting?

I’ve been on this platform for 10 years now and have been developing for 5 of those years. I have found myself coming up with different ideas for games, some being large projects that by myself I could not do. I’ve never looked into learning coding nor do I have the time to, yet I day to day I want to make some sort of game that people can find entertainment out of.
I’ve came up with grand ideas such as the ones below. but could never finish them because I’d eventually run into a section that needs scripting, and I don’t have the money to hire somebody to do it, nor can I do it myself.

Screenshots of games



There are many more, but those are the 2 ones I was so pumped to be working on, but could never finish them because of the demand of scripts.

My question to you all
Just as the title asks; is it possible to make a successful game by yourself with little to no knowledge of coding? Of course showcases are an option (which i tend to do alot) but are there any games that don’t have much scripting that are successful?

I’m losing hope in game development so I have to ask this question before I make another game and throw it all away because I’m not skilled in scripting.

Thanks!

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I do believe it is possible, however the measure of success is entirely subjective upto you.

If we use a study e.g. Doomspire Brickbattles, that doesn’t have too much coding and it’s relatively successful to it’s genre.

All the entirety of success measurement is upto you, however I think it is possible if it’s something that people are interested in.

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Depend on the type of game. Some games don’t rely on scripting too much and are still successful. Anything is possible on this platform, so good luck. I hope your game becomes successful.

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This is very possible, I have made games with few to no scripts at all in some games. But this is usually showcase games that are “Still”. Anyways, It sort of depends on what type of game you are working on.

I’ve been seeing quite a few topics like this recently.

It’s a bit like asking “Can I be a useful accountant if I use pens and paper instead of learning how to use a specialized computer program?”. Sure, there’s probably nothing wrong with the former, but there’s no harm in trying the latter.

In all honesty, I’d try learning the very basics of coding and GUI stuff, and then pick up new concepts as you need them in the development process of your game.

I admittedly have no real evidence, but I estimate that the “I can’t code” mentality comes about when people try to cover all the bases in terms of coding theory, while not actually putting much (if any) of the theory to practical use. You don’t need to know everything in order to be able to do at least something.

Just wanted to give a different answer to everybody else.

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Yes and No, You can make a game without heavy scripting such as an obby however it’ll be quite difficult to. Think of tower of hell it’s a blend between many scripts working together and lots of parts and models. You won’t be able to create something huge without scripting however it is possible.

I suggest learning a few coding basics since that’s pretty much all you need for a simple game or you could try and work with someone who can code.

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It’s just been something I’ve been almost afraid to do. It seems like it’d be over my head and I wouldn’t be able to deal with it. I know that’s a very ignorant thing to say, but it’s just something I’ve been holding back because I’d feel it would put alot of stress on me, I don’t know. I plan to eventually do it if I continue to develop.

I mean, you see games like showcases that don’t use much scripting. Scripting is very important to learn. It is hard, but once you grasp the basics your off on a good start. For those who don’t want to learn it (Or have trouble learning it), you can always get in touch with a scripter to help you out.

To support your idea I want to bring an example of a game I am making, Meme River!

There isn’t much I really have to script. Just Round system, Point system, Small parts of the stages, and then that’s really it. Those are all very basic, however when brought together can make something immersive and fun to play!

Just goes to show not everything requires a ton of scripting.

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If you want to create simple games without scripting, I would recommend obbys and other exploration games.

If you want to create games that require scripting, I would recommend getting some funds by either doing commissions or working IRL and hiring someone in #collaboration:recruitment.

To answer the topic question, many obbys and showcases don’t use much scripting and can make decent revenue. Getting better at whatever you do will increase your chances of finding a good team that can fill the gaps in your skill set.

I will eventually learn scripting, but just not right now. I wouldn’t know how to handle somebody else scripting something for me, so it’d probably just be best I wait until I have the basics of coding before I work on a project.

no, apparently the algorithm is like “let me check the scripts” i have a game without much scripting, he didn’t like it. but i guess games with more than 10,000 lines of scripting are approved by the algorithm. whyyy

Using “the algorithm doesn’t like it” as an explanation for your game’s lack of success is indicative of someone with little intention to improve themselves as a developer.

Games with more scripting are almost always better than those with very little, because scripts make things happen, meaning more features outside of what the default physics and objects can do. And people usually want to play games that they deem as ‘good’. That doesn’t mean you should live and die by quantitative statistics such as how many lines of code the game has. It makes much more sense to look at the game for what it is and what is does.

@Ser4x It just really depends on what you would want to do, I guess. Like if you wanted to have a simulator with a trading system, you’d have to have a pretty basic trading system to be not considered heavy scripting while still working smoothly. If you want, for example, gamepass buttons in your game, those shouldn’t take more than about 20 lines per gamepass. Animations, of course, would take a lot to learn. (Both UI animations and character animations). If you want to do something simple that doesn’t involve much scripting, I would recommend that you make an obby, but try to make it different and intriguing in some way because Roblox has way too many copied obbies these days. For example, try to add a twist such as the gravity changes to a random number and the random number is generated every time a player joins. Here’s a short script that could accomplish that:

game.Players.PlayerAdded:Connect(function()
local randomGravity = math.random(1,100)
game.Workspace.Gravity = randomGravity
end)

Or if you wanted to make it print the new gravity when a player joins, and the player’s name and userId, use this:

game.Players.PlayerAdded:Connect(function(player)
local randomGravity = math.random(1,100)
game.Workspace.Gravity = randomGravity
print(player.Name .. " has changed the gravity to " .. game.Workspace.Gravity .. " And their UserId is " .. player.UserId)
end)

Or if you wanted a textLabel object to display the current gravity:

game.Players.PlayerAdded:Connect(function(player)
local randomGravity = math.random(1,100)
game.Workspace.Gravity = randomGravity
player.PlayerGui.(Path to textLabel as seen in StarterGui).Text = "The current Gravity is " .. game.Workspace.Gravity
end)

For the path to the textLabel, you would first have to create a ScreeenGui and a TextLabel. To do this, go to StarterGui and add a ScreenGui object, and then add a textLabel object. Also, make the textLabel’s text be blank by making the text property empty.
Then, to get the path, where the parentheses say to put the path, first type the name of the ScreenGui, a period, (.) and then the name of the TextLabel.

I actually haven’t tested any of these, but they should be good. If you need help, reply with @Derpee_Kirbee or DM me

I was pretty sure you knew how to make a textLabel, but I figured why not explain it if others come who have no idea?